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Thread: Guide to the ETW map

  1. #1341
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    Default Re: Guide to the ETW map

    Quote Originally Posted by taw View Post
    Wait, what?

    -1 in 32bit hex is 0xFFFFFFFF.

    +1 in 32bit hex is 0x00000001.
    ok I have a theory buzzing in my head

    unknown 8 digits 2:3:3

    the first 2 a sort of unknown id
    the second 3 signed values multiple of 16 and so the last 3

    it would be possible?

  2. #1342
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    Default Re: Guide to the ETW map

    Added [uint2, int3, uint3] in comment, enjoy.

  3. #1343
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    Default Re: Guide to the ETW map

    Quote Originally Posted by taw View Post
    Added [uint2, int3, uint3] in comment, enjoy.
    why you have done it for unknown1?

    I just want unknown2 split in 2 part, the first one signed

  4. #1344
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    Default Re: Guide to the ETW map

    Then I have no idea what you're talking about. There are 24 bits in unknown2.

    You want it split into [int12, uint12] ? I've done it in the code, but it's obviously wrong.

    The only negative numbers you'll ever see are in S2TW, I don't think there are any in ETW pathfinding.esf ever.

    <boundaries unknown1="0 (00)" unknown2="2 (000002 | 0 2)" path_id="-1" vertex_index="19"/>
    <boundaries unknown1="143 (8f)" unknown2="1114368 (110100 | 272 256)" path_id="0" vertex_index="24"/>

    <boundaries unknown1="0 (00)" unknown2="9116771 (8b1c63 | -1871 3171)" path_id="-1" vertex_index="5"/>
    <boundaries unknown1="13 (0d)" unknown2="6252321 (5f6721 | 1526 1825)" path_id="14" vertex_index="11"/>

  5. #1345
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    Default Re: Guide to the ETW map

    We have to give up for now.

    Maybe we'll be more successful in startpos campaign_pathfinder.

  6. #1346
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    Default Re: Guide to the ETW map

    path_ids now have comments. No idea if they are correct. What I see doesn't look terribly sensible.


    <boundaries unknown1="0 (00)" unknown2="2 (000002 | 0 2)" path_id="-1 (transition)" vertex_index="19"/>
    <boundaries unknown1="143 (8f)" unknown2="1114368 (110100 | 272 256)" path_id="0 (sea)" vertex_index="24"/>

    <boundaries unknown1="176 (b0)" unknown2="273 (000111 | 0 273)" path_id="49 (new_york, ontario)" vertex_index="1408"/>
    <boundaries unknown1="0 (00)" unknown2="2 (000002 | 0 2)" path_id="-1 (transition)" vertex_index="1414"/>
    <boundaries unknown1="134 (86)" unknown2="1048833 (100101 | 256 257)" path_id="49 (new_york, ontario)" vertex_index="1427"/>
    <boundaries unknown1="109 (6d)" unknown2="1114128 (110010 | 272 16)" path_id="0 (sea)" vertex_index="1431"/>

    <boundaries unknown1="176 (b0)" unknown2="273 (000111 | 0 273)" path_id="49 (new_york, ontario)" vertex_index="9413"/>
    <boundaries unknown1="0 (00)" unknown2="2 (000002 | 0 2)" path_id="-1 (transition)" vertex_index="9417"/>
    <boundaries unknown1="134 (86)" unknown2="1048832 (100100 | 256 256)" path_id="4 (panama, guatemala)" vertex_index="9427"/>
    <boundaries unknown1="97 (61)" unknown2="65553 (010011 | 16 17)" path_id="49 (new_york, ontario)" vertex_index="9433"/>

    <boundaries unknown1="176 (b0)" unknown2="273 (000111 | 0 273)" path_id="49 (new_york, ontario)" vertex_index="13468"/>
    <boundaries unknown1="0 (00)" unknown2="2 (000002 | 0 2)" path_id="-1 (transition)" vertex_index="13473"/>
    <boundaries unknown1="13 (0d)" unknown2="1114112 (110000 | 272 0)" path_id="7 (wilderness_mexico, new_mexico)" vertex_index="13484"/>
    <boundaries unknown1="97 (61)" unknown2="65553 (010011 | 16 17)" path_id="49 (new_york, ontario)" vertex_index="13490"/>

  7. #1347
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    Default Re: Guide to the ETW map

    you have built your array in the wrong way

    you have put sea as first element of this array

    listed regions, sea and at last what you see after the separator

    you have an <u2_ary>, put comments in order of apparition as elements of an array and replace separator comment with sea

  8. #1348
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    Default Re: Guide to the ETW map

    I don't understand you. Just explain it as an example.

  9. #1349
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    Default Re: Guide to the ETW map

    ok an example from India (grid_data-0004)

    this is <u2_ary>

    Code:
    <u2_ary>
      1 <!-- unexplorable -->
      2 <!-- ceylon -->
      3 <!-- carnatica -->
      4 <!-- mysore -->
      5 <!-- malabar -->
      6 <!-- hyderabad -->
      7 <!-- bijapur -->
      8 <!-- orissa -->
      9 <!-- ahmadnagar -->
      10 <!-- berar -->
      11 <!-- gujarat -->
      12 <!-- malwa -->
      13 <!-- bengal -->
      14 <!-- rajpootana -->
      15 <!-- sindh -->
      16 <!-- hindustan -->
      17 <!-- baluchistan -->
      18 <!-- punjab -->
      19 <!-- afghanistan -->
      20 <!-- kashmir -->
      21 <!-- wilderness_khiva -->
     
      0 <!-- sea -->
     
      2 3, 4 <!-- carnatica, mysore -->
      2 4, 5 <!-- mysore, malabar -->
      2 3, 6 <!-- carnatica, hyderabad -->
      3 4, 5, 7 <!-- mysore, malabar, bijapur -->
      2 4, 7 <!-- mysore, bijapur -->
      2 4, 6 <!-- mysore, hyderabad -->
      3 3, 4, 6 <!-- carnatica, mysore, hyderabad -->
      2 3, 8 <!-- carnatica, orissa -->
      2 5, 7 <!-- malabar, bijapur -->
      2 6, 8 <!-- hyderabad, orissa -->
      3 3, 6, 8 <!-- carnatica, hyderabad, orissa -->
      2 6, 7 <!-- hyderabad, bijapur -->
      2 7, 9 <!-- bijapur, ahmadnagar -->
      3 6, 7, 9 <!-- hyderabad, bijapur, ahmadnagar -->
      2 6, 9 <!-- hyderabad, ahmadnagar -->
      2 6, 10 <!-- hyderabad, berar -->
      3 6, 8, 10 <!-- hyderabad, orissa, berar -->
      2 8, 10 <!-- orissa, berar -->
      2 9, 11 <!-- ahmadnagar, gujarat -->
      3 6, 9, 12 <!-- hyderabad, ahmadnagar, malwa -->
      2 6, 12 <!-- hyderabad, malwa -->
      2 9, 12 <!-- ahmadnagar, malwa -->
      3 6, 10, 12 <!-- hyderabad, berar, malwa -->
      2 10, 12 <!-- berar, malwa -->
      3 9, 11, 12 <!-- ahmadnagar, gujarat, malwa -->
      2 11, 12 <!-- gujarat, malwa -->
      2 8, 13 <!-- orissa, bengal -->
      2 11, 14 <!-- gujarat, rajpootana -->
      3 11, 12, 14 <!-- gujarat, malwa, rajpootana -->
      2 12, 14 <!-- malwa, rajpootana -->
      2 10, 13 <!-- berar, bengal -->
      2 11, 15 <!-- gujarat, sindh -->
      3 10, 12, 13 <!-- berar, malwa, bengal -->
      2 12, 13 <!-- malwa, bengal -->
      3 11, 14, 15 <!-- gujarat, rajpootana, sindh -->
      2 12, 16 <!-- malwa, hindustan -->
      3 12, 13, 16 <!-- malwa, bengal, hindustan -->
      2 14, 15 <!-- rajpootana, sindh -->
      2 14, 16 <!-- rajpootana, hindustan -->
      3 12, 14, 16 <!-- malwa, rajpootana, hindustan -->
      2 13, 16 <!-- bengal, hindustan -->
      2 15, 17 <!-- sindh, baluchistan -->
      3 14, 15, 18 <!-- rajpootana, sindh, punjab -->
      2 14, 18 <!-- rajpootana, punjab -->
      2 15, 18 <!-- sindh, punjab -->
      3 15, 17, 18 <!-- sindh, baluchistan, punjab -->
      2 17, 19 <!-- baluchistan, afghanistan -->
      2 17, 18 <!-- baluchistan, punjab -->
      3 17, 18, 19 <!-- baluchistan, punjab, afghanistan -->
      3 14, 16, 18 <!-- rajpootana, hindustan, punjab -->
      2 18, 19 <!-- punjab, afghanistan -->
      2 16, 18 <!-- hindustan, punjab -->
      3 16, 18, 20 <!-- hindustan, punjab, kashmir -->
      2 16, 20 <!-- hindustan, kashmir -->
      2 18, 20 <!-- punjab, kashmir -->
      2 19, 20 <!-- afghanistan, kashmir -->
      3 18, 19, 20 <!-- punjab, afghanistan, kashmir -->
      2 19, 21 <!-- afghanistan, wilderness_khiva -->
    </u2_ary>
    this is the array to call back for comments (first column position of elements in the array)

    Code:
    0	unexplorable
    1	ceylon
    2	carnatica
    3	mysore
    4	malabar
    5	hyderabad
    6	bijapur
    7	orissa
    8	ahmadnagar
    9	berar
    10	gujarat
    11	malwa
    12	bengal
    13	rajpootana
    14	sindh
    15	hindustan
    16	baluchistan
    17	punjab
    18	afghanistan
    19	kashmir
    20	wilderness_khiva
    21	sea
    22	carnatica, mysore
    23	mysore, malabar
    24	carnatica, hyderabad
    25	mysore, malabar, bijapur
    26	mysore, bijapur
    27	mysore, hyderabad
    28	carnatica, mysore, hyderabad
    29	carnatica, orissa
    30	malabar, bijapur
    31	hyderabad, orissa
    32	carnatica, hyderabad, orissa
    33	hyderabad, bijapur
    34	bijapur, ahmadnagar
    35	hyderabad, bijapur, ahmadnagar
    36	hyderabad, ahmadnagar
    37	hyderabad, berar
    38	hyderabad, orissa, berar
    39	orissa, berar
    40	ahmadnagar, gujarat
    41	hyderabad, ahmadnagar, malwa
    42	hyderabad, malwa
    43	ahmadnagar, malwa
    44	hyderabad, berar, malwa
    45	berar, malwa
    46	ahmadnagar, gujarat, malwa
    47	gujarat, malwa
    48	orissa, bengal
    49	gujarat, rajpootana
    50	gujarat, malwa, rajpootana
    51	malwa, rajpootana
    52	berar, bengal
    53	gujarat, sindh
    54	berar, malwa, bengal
    55	malwa, bengal
    56	gujarat, rajpootana, sindh
    57	malwa, hindustan
    58	malwa, bengal, hindustan
    59	rajpootana, sindh
    60	rajpootana, hindustan
    61	malwa, rajpootana, hindustan
    62	bengal, hindustan
    63	sindh, baluchistan
    64	rajpootana, sindh, punjab
    65	rajpootana, punjab
    66	sindh, punjab
    67	sindh, baluchistan, punjab
    68	baluchistan, afghanistan
    69	baluchistan, punjab
    70	baluchistan, punjab, afghanistan
    71	rajpootana, hindustan, punjab
    72	punjab, afghanistan
    73	hindustan, punjab
    74	hindustan, punjab, kashmir
    75	hindustan, kashmir
    76	punjab, kashmir
    77	afghanistan, kashmir
    78	punjab, afghanistan, kashmir
    79	afghanistan, wilderness_khiva
    highlighted in red position of sea

    -1 transition as you have correctly done

  10. #1350
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    Default Re: Guide to the ETW map

    Try it now.

  11. #1351
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    Default Re: Guide to the ETW map

    empty cells

    Code:
    <rec type="grid_cells">
       <bin6>17 1b 21 1f ; 09 07 0d 11</bin6>
       <ary type="boundaries"/>
       <u>4279304465</u>
       <u2>21</u2>
    they could follow the same schema

    the second integer is coded in 32bit

    but it could be because in an empty cell there isn't a vertex_index or there is an empty vertex_index

    so the second integer could be just a path_id? or in alternative it could be a path_id + an empty vertex index?

  12. #1352
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    Default Re: Guide to the ETW map

    Quote Originally Posted by PietroMicca View Post
    empty cells

    Code:
    <rec type="grid_cells">
       <bin6>17 1b 21 1f ; 09 07 0d 11</bin6>
       <ary type="boundaries"/>
       <u>4279304465</u>
       <u2>21</u2>
    they could follow the same schema

    the second integer is coded in 32bit

    but it could be because in an empty cell there isn't a vertex_index or there is an empty vertex_index

    so the second integer could be just a path_id? or in alternative it could be a path_id + an empty vertex index?
    Try it now.

  13. #1353
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    Default Re: Guide to the ETW map

    Quote Originally Posted by taw View Post
    Try it now.
    I have checked my theory and it is correct.

    <u2> tag for empty cells is just path_id.

    sometimes path_id for empty cells is 1023, this happens when id is undefined

    undefined means that cell is shared between 2 regions, or that empty cell is part of an impassable areas or something else

    in other words undefined is for cells not belonging to a path

    Also the <u> tag has the same structure of what is unknown now. Finally we can say that empty cells schema is equal to non empty. The only difference is lack of vertex_index for an obvious reason.

    So now we have a sort of hint to understand the unknown. What features are in common between an empty and a not empty cell?
    Last edited by PietroMicca; April 07, 2012 at 06:44 AM. Reason: empty similar to not empty

  14. #1354

    Default Re: Guide to the ETW map

    Quote Originally Posted by PietroMicca View Post
    Also the <u> tag has the same structure of what is unknown now. Finally we can say that empty cells schema is equal to non empty. The only difference is lack of vertex_index for an obvious reason.

    So now we have a sort of hint to understand the unknown. What features are in common between an empty and a not empty cell?
    Well since the unknown is used to tell ETW where the sea is located perhaps it's related to the terrain. Could unknown 2 be the ground type such as desert or plain? I think ground type is more likely to be unknown 2 because anything with a path_id="-1" has an unknown 2 value of 2 or 3, while its unknown 1 entry is always 0.

    Another idea I had was that the unknowns tell ETW what type of thing was on the map. For example a passable area, impassible area, town, settlement, etc. So each unknown would represent things like passable area 8, road 1, town 4, sea 2. This would explain why the unknowns are repeated so many times.
    Last edited by uanime5; April 07, 2012 at 10:01 AM.
    Morning Sun (adds Korea and China to the Shogun 2 map)
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    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

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  15. #1355

    Default Re: Guide to the ETW map

    This program will help you with .xml files?
    http://www.ultraedit.com/ultraedit-tour.html

  16. #1356
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    Default Re: Guide to the ETW map

    you can open .xml with notepad if I am not mistaken
    I hold the blitz record for Medieval II (106 region in 7 turns) set in January 2024.

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  17. #1357
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    Default Re: Guide to the ETW map

    My sincere compliments. Great work gentlemen!
    I take a bow.

  18. #1358
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    Default Re: Guide to the ETW map

    I hope taw will come back soon

    decoded last for 4 bits (or last hex digit if you prefer) of unknown2 in pathfinding grid_data

    this last digit defines type of path

    there are 8 types of path from 0 to 7

    Code:
    0 passable area
    1 sea boundary
    2 transition area
    3 river
    4 land bridge area
    5 land bridge transition area
    6 road
    7 slot
    some more detail about each category (an example of how it should be new code format before each explanation)

    0 passable area

    Code:
    <boundaries unknown1="f7" unknown2="11211" path_type="0 (passable area)" path_id="1 (ceylon)" vertex_index="601"/>
    The most used type. Generally comprehensive of the entire regional area, except room left free for buildings, rivers, mountains and roads.

    Spoiler Alert, click show to read: 


    They typically looks like above. But this image could make you think that roads, slots etc... are already part of type 0. So I post you another image that will show you how it should correctly read.

    Spoiler Alert, click show to read: 


    Passable area is in red. This type is also used by land-land transition areas.

    1 sea boundary

    Code:
    <boundaries unknown1="fd" unknown2="11011" path_type="1 (sea boundary)" path_id="21 (sea)" vertex_index="406"/>
    Simply what you read. This type of path defines boundary of sea.

    2 transition area

    Code:
    <boundaries unknown1="00" unknown2="00000" path_type="2 (transition area)" path_id="-1 (transition)" vertex_index="413"/>
    This type need some more explanation instead. Transition is also a path_id. This path defines sea-land transition areas, but also impassable areas. Type 2 defines that a <boundaries> is used for a sea-land transition areas, mountains and lakes. Not for rivers.

    3 river

    Code:
    <boundaries unknown1="00" unknown2="000003" path_type="3 (river)" path_id="-1 (transition)" vertex_index="7451"/>
    In fact rivers have a separated type.

    4 land bridge area

    Code:
    <boundaries unknown1="65" unknown2="81b014" path_type="4 (land bridge area)" path_id="50 (sea)" vertex_index="22798"/>
    an example of land bridge area from Curacao

    Spoiler Alert, click show to read: 


    Land bridge areas are areas where you can walk also if on the sea.

    5 land bridge transition area

    Code:
    <boundaries unknown1="86" unknown2="10440" path_type="5 (land bridge transition area)" path_id="50 (sea)" vertex_index="22793"/>
    Spoiler Alert, click show to read: 


    Land bridges work as tunnels. Land bridge areas are the tubes and land bridge transition areas are the entrances of tunnels.

    6 road

    Code:
    <boundaries unknown1="20" unknown2="00900" path_type="6 (road)" path_id="73 (lower_louisiana, upper_louisiana)" vertex_index="73564"/>
    an example from Carnatica

    Spoiler Alert, click show to read: 


    Type road defines simply roads as you can see.

    7 slot

    Code:
    <boundaries unknown1="04" unknown2="20100" path_type="7 (slot)" path_id="24 (carolinas)" vertex_index="74355"/>
    Type slot distinguish are occupied by buildings slots. All kind of buildings are included: settlements, town, farms, etc... and also ports. Just a notation for port. A port has a land area and a sea area. Land areas of ports are part of regions, sea areas of ports are part of sea region. So type 7 is also used by sea. Trade nodes are to be considered slots.
    Last edited by PietroMicca; September 09, 2012 at 02:23 PM.

  19. #1359
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    Default Re: Guide to the ETW map

    Congratulations. I'll get back to you after holidays. Keep on the good work.

  20. #1360

    Default Re: Guide to the ETW map

    I've noticed a pattern among the building slots; one path is for a passable area, while the reverse path is for the slot. I believe this is so units can enter and leave a slot.

    For example in the code below from the Americas theatre.

    Code:
      <rec type="grid_cells">
       <bin6>00 00 00 00 ; 00 00 00 00</bin6>
       <ary type="boundaries">
        <boundaries unknown1="247 (f7)" unknown2="1122576 (112110)" path_id="23" vertex_index="68466"/>
        <boundaries unknown1="13 (0d)" unknown2="2232327 (221007)" path_id="23" vertex_index="68472"/>
       </ary>
      </rec>
    The passable area vertex_index="68466" is for the following path in the pathfinding_area.

    Code:
      5 <!-- vertices count -->
      16001 <!-- -640.0,239.783366203308 -->
      16030 <!-- -640.216618537903,240.0 -->
    1
    0
    2
    While building slot vertex_index="68472" is for the reverse path.

    Code:
      3 <!-- vertices count -->
    3
      16030 <!-- -640.216618537903,240.0 -->
      16001 <!-- -640.0,239.783366203308 -->
    This allows a unit to enter a slot from this cell and exit a slot into this cell.

    Also the unknown 1 seems to be related to the number of vertex_indices that a slot has and how they're connected. So a slot with 8 vertex_indices spread over 4 grid_cells will use a different unknown 1 than a slot with 7 vertex_indices spread over 3 grid_cells. It may also be related to whether the grid_cells for a square, triangle, or a straight line.
    Last edited by uanime5; April 11, 2012 at 07:10 AM.
    Morning Sun (adds Korea and China to the Shogun 2 map)
    http://www.twcenter.net/forums/forum...28-Morning-Sun

    Expanded Japan mod (97 new regions and 101 new factions)
    http://www.twcenter.net/forums/showt...ew-factions%29

    How to split a region in TWS2
    http://www.twcenter.net/forums/showt...split-a-region

    Eras Total Conquest 2.3 (12 campaigns from 970-1547)

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